From what I can see from your screenshots, the artifacts could be caused by an overlap between your maps, most likely due Blender’s Smart UV Project.
For testing, I would suggest skipping the light map entirely from Blender, just import your texture UVs. Then, generate a lightmap UV from UE itself, by enabling “Generate Lightmap UVs” on import, or from the Static Mesh Editor.
You can find further details on how to work with UE lightmaps in the doc below: